The size of the uncompressed version of this game just blows my mind. Almost 20 gigabytes?! (And this is a game WITHOUT sound or music, mind.) That's the size of a decent major AAA game release (for example, did you know that the Steam version of Bayonetta is less than 13GB?)! NO game on this site, no matter WHAT it is, should even APPROACH that size! Certainly not a freaking Ren'Py VN! Especially since the compressed version is less than 10% of that size, and if you expect me to believe that it makes THAT much of a difference in actual quality, I'll file your assertion under that offer to buy the Brooklyn Bridge I received yesterday. It's just... daft!
There actually is music, and there are sounds, although scarce.
But by default I render my images in png, which isn't the most lenient of formats. I then compress them into webp with ~50% drop in quality, which gives you this 90% difference.
There are more than 6k images in 1920x1080 resolution in my game, and given the average size of roughly 3 Mb for each png file, I think you can do the math yourself.
the patches could be compressed and paste it in compressed game
I fail to see why would you do that, considering that those patches are three times the size of a normal compressed version that already includes everything you need.
Plus, you will have to modify the script files to make sure the game searches for webp files instead of png, and delete all music triggers. It's not exactly hard work, but why would you want to do that?
Maybe adding a quick section after the main section that just goes through each character in turn, and summarises the choices needed to get through each of their routes? Might be more digestible for some people than the main walkthrough. Though the game is complicated enough that the walkthrough has to be pretty complicated too. I don't know if you've ever thought of adding an in-game walkthrough too, might make it a bit easier for some people to keep track of if it's on the menu options in game. It's easy to do from a technical standpoint, though deciding exactly what to put in limited space is another matter, and adding in hints to all the old choices would be quite time-consuming.
Well, in order to get on a love interest route you rarely need to do more than one or two correct choices, and they're already highlighted in the walkthrough by this character's specific colour.
I don't know how to make an in-game walkthrough, as my coding skills never actually progressed since the moment I started making my game. Perhaps I will try to dissect the walkthrough mode at some point, but it won't happen until I'm finished with the main story.
So, for the very first time (please don't verify) since joining this site, I was wrong. Compressed version looks just as good as the normal. I sit corrected.
Interesting. For me the difference is VERY noticeable, as I can clearly see pixelisation on character sprites, for example. As I said, my webp conversion has 50% quality retained, which is about as low as I can get without completely turning everything into blurry mess. I am happy that it's not as apparent as I thought, though